Every player begins a depth with a minimum of 3 health bars. If your Emergency Revive from the previous depth was unused, you will start the depth with full health.

If someone is defeated and everyone else gets on the lift to the next level, the lift goes down, the defeated person doesn't gain any heat, and will automatically use their Emergency Revive to resurrect at the beginning of the next depth.

A knight can use a Spark of Life to revive a defeated party member. To grant a Spark to someone in the party, click on their portrait and choose the option 'Revive using a Spark of Life'.

If someone is defeated and everyone else steps onto the party button, the defeated person will be automatically warped to the party button. The same is true of players experiencing connection issues.

More crowns and heat drop on harder difficulties and in deeper levels of a tier, so for example the first 4 depths of tier 3 give much less crowns and heat compared to the last 5 depths.

If everyone in a party is dead, the party will get kicked back to Haven after a few minutes if nobody revives.

Leveling up equipment raises their stats up to the limit of the dark blue shadowed area of the stat bars.

Heat is divided evenly among all the equipment that needs to be leveled.

Weapons get charge time reduction bonuses at levels 5 and 10.

Armors get +1 health at levels 5 and 10.

Each time you craft, there is a chance of getting up to three unique variants (UV) of an item, with a random bonus; offensive for weapons, defensive for armor.

The UV is displayed in yellow with an orb, and can be transferred to the higher level version of the same item when crafting.

Bonuses are additive, not multiplicative. Bonuses can be negative. See Bonus for numbers and addition examples.

Weapons can have offensive bonuses. Armor can have defense and/or offensive bonuses.

Offensive bonuses are percentual. They cap at a maximum.

Attack speed increase value for swords has a hard cap, which mostly affects the cutter/spur line.

Defensive bonuses are static.

Weapons get stronger depending on the depth you are in and their star rating. At the last depth of tier 2 a 3* weapon will be dealing full damage, while a 5* weapon will not.

Armors health bonus lessens when not wearing them on lower tiers. So for example a 5* armor will give less health than expected in tier 2 or 1, but a 3* armor will still give the max health it states in tier 3.